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Unreal Engine 4.3 Released!

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    #61
    This time I had a flawless project upgrade from 4.2 to 4.3; Wow, very well done!!
    | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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      #62
      Learning the Lingo. Buffs and debuffs: http://en.wikipedia.org/wiki/Buff_(c..._gaming)#Buffs

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        #63
        Originally posted by breese45 View Post
        Learning the Lingo. Buffs and debuffs: http://en.wikipedia.org/wiki/Buff_(c..._gaming)#Buffs
        Ah, my fault, I didn't even think of the lingo part of using "buffs". Our underlying code part is actually called a "combat effect" in Fortnite, but I figured that was even more confusing (and we're going to rename it anyway).
        Lead Programmer (Gameplay), Fortnite, Epic Games
        Twitter: @EpicIrascible

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          #64
          I'm not sure what's happend, but in 4.2 / 4.1 on Nvidia 780's / Titans with Elemental and Cave demos I were struggling to get 45 - 50 FPS which is what was the major concern with migrating to unreal. Now all the demos run 75FPS + on average and I'm struggling to make a dent in performance with settings on EPIC (which is obviously a good thing).

          So again well done.

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            #65
            @Billy - the Gameplay Tags sound like what I've been trying to use regular tags for to denote properties of objects (like whether or not an item can light things on fire).

            Is it possible to do the setup mentioned on the AnswerHub page without going into C++ (I know the dictionary needs to be defined in a CSV)?
            Storyteller - An immersive VR audiobook player

            Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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              #66
              Originally posted by Anthony View Post
              looks interesting so far, had a very quick look around after installing the latest build, then closed it down to install the substance plugin and fired it back up again, but i didn't see "Substance" in the "Installed" tab in the plugins browser. (but the Import dialog box does allow me to select .sbsar files). I'm just wondering if i put everything in the .zip download from Allegorithmic: the 'Substance' folder and all it's contents, in the right place (C:\Program Files\Unreal Engine\4.3\Engine\Plugins\), according to Mike Fricker who was in the latest twitch stream (which i'm watching now), that folder and everything in it goes into a Project's specific directory, yes? And not the main Engine/Plugins folder?
              Mike is correct, you will want to unzip the Substance plugin into your project folder now.

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                #67
                Originally posted by Ben Marsh View Post
                Yes, we definitely want to come up with a better solution. And as soon as we can!

                I've looked at a few Git extensions for handling large binaries, but I'm wary of the extra setup to get a client that handles them well on all our target platforms. My current thinking is that we'll break down those required dependencies into smaller zip files, host those files ourselves, and commit an updated list of the URLs along with any commits than modify them. We can even write a little script to download and unpack them whenever you checkout a different revision.

                There should be a lot less churn, and those files should be much smaller. It would also give you exactly the right binaries for any commit, so those snapshots would be a thing of the past.
                Thanks, that's great to hear. That sounds like a much better way to go about it, I'll be looking forward to it.

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                  #68
                  Thanks team for your hard work.

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                    #69
                    New: Support for asynchronous loading of network objects.
                    Any chance of a quick clarification what this is about? I'm about to start writing a network game after porting the blueprints networking tutorial to C++ and this sounds like an important feature to understand.

                    I can't find any documentation.

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                      #70
                      Re: the data and curve table support, how do we go about defining the structure of the table so that we can import it? I see there's a combo box in the importer dialogue but I don't know where I go about defining the structure that would show up there.
                      Trevor Lee

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                        #71
                        Originally posted by n00854180t View Post
                        @Billy - the Gameplay Tags sound like what I've been trying to use regular tags for to denote properties of objects (like whether or not an item can light things on fire).

                        Is it possible to do the setup mentioned on the AnswerHub page without going into C++ (I know the dictionary needs to be defined in a CSV)?
                        Yep, the gameplay tags would probably be good for the use case you described.

                        Re: the setup, let me get back to you when I'm back in the office and can double check. I don't remember the current status of it atm because it went through a lot of changes. It might be C++ only right now, but I'll verify. Will also look at your other thread here in a second.
                        Lead Programmer (Gameplay), Fortnite, Epic Games
                        Twitter: @EpicIrascible

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                          #72
                          @Billy,

                          thanks a lot for the explanation of Tag and examples of use. This is clearly a nice thing and I confirm that it can be used in multiple type of games.

                          I will follow this closely.

                          thanks,

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                            #73
                            Oh my I have to give you guys credit for the world composition tool, not only is it simple.. It's amazing, that's the kind of thinking that puts a smile on developers faces.

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